Capture the flag

  1. Objective

  2. The game area is a separated "arena", where a flag is randomly placed at the start of the game. There is a global time limit for the game, within every player has to "catch" and hold a flag to gain PP/XP points.

  3. Details

  4. Game play:

    After loading, the countdown starts from 3 to 1 then start. All the players are trying to catch the flag. The player who carries the flag is trying to escape from the others and to hold the flag as long as she/he can. The game ends when the previously set time is up.


    Terms: Flag: The flag is a 3D object: a flag and a flag pole. The flag represents the Invcitus logo, it is blown by virtual wind. This animation is affected by the direction of driving.


    There are two types of flagpoles:

    • Flag on the floor: 3D object in the game area with a glowing light on the top.
    • Flag on the car: two types of 3D object, depending of the car that carrying it. The glowing light is on the top too.

    Gate: The gate is two yellow smoke effects coming from the ground upwards.

    Catching the flag:

    After getting the flag, a flag icon appears near the players name on the OSD indicating that the player has the flag. When getting the flag, it cannot be removed from the player for 3 seconds. It is indicated by the flashing flag icon near the user name on the OSD.

    Player can get the flag by:

    • Driving through the flag if it was on the ground
    • Stealing from the opponent by simply hitting its car

    Losing the flag:

    There are several occasions when the player can loose the flag:
    • Stealing (opponent’s car hits the player’s car)
    • Repairing
    • Rescuing
    • Rollover

    Scoring:

    Points can be gained by driving with the flag to fulfill distances (not the passing time). To catch the flag the player must drive through it (if it was on the ground) or hit the opponent’s car that is carrying the flag.

    Points can be gained in various way:

    Holding or chasing the flag:

    • Flag holder receives 1 point after every 50 meter driven
    • Flag chasers receive 0.8 points after every 50 meter chase (this is 80% the points with the flag)
    Note: Actually, the chaser get as much point as the holder (1 point/50 meter) because the 0.8 point is rounded up to 1 every 50 meters. In future update, this will be fixed.

    Bonuses are given if various events occur:

    • Flag is grabbed from ground: 5 points
    • Flag is taken from an opponent: 5 points
    • Driving through gate with the flag: 10 points

    Winning:

    When the time is up, the player who has the most points will be the winner.
    The final score can be increased:
    • Higher position player gets extra PP points of his final PP points
    • Cars with lower odds will receive more PP points.

    Time limit: can be set from 3, 5 or 10 minutes.

    Numbers of player: 2-8.

    Maps available:
    Various Maps can be chosen, like Tokyo, Mud, England, Serpentine, Circuit ... etc. After the player chooses a map, she/he can select routes, time of day, season. For further details, see Appendix 1 - Schedule.



  5. On Screen Display (OSD) of CTF mode

    1. Distance to flag or gate (if the player is holding the flag)
    2. Remaining time (minutes: seconds: milisecs)
    3. The list of players sorted by ranking (by gained points)
    4. This 3D arrow shows the direction of the flag or gate. The greener the arrow is, the closer the player is to the flag/gate. Red arrow means long distance between the car and the flag/gate.
    5. Mini-map. Blue marker represents the player, the red markers are the other players, the yellow marker is the gate and the green marker represents the flag.
  6. The loading screen

  7. The following information is displayed on the loading screen:
    • The difficulty of the current route
    • The best lap time
    • A picture typical for the route
    • Name of the map, route and daytime
  8. The final result screen

  9. After the race, the final result screen appears, where the points gained during the race are displayed.
    After some seconds (a display gauge shown how much left) another screen appears to show the calculations of points into PPs and XPs.
    For further details on XP/PP calculations see Appendix 2 - XP/PP Calculation Table.